SHAPE STANDARDS
S1.E22.1- Volleys an object with an open palm, sending it upward.
S4.E2.1- Follows the rules and parameters of the learning environment.

CASEL STANDARDS
Self-Management: Goal Setting

ASSESSMENT RUBRIC

 

Objective: Catch a large tossed ball with elbows in

Volleyball Unit | Level 6

TECHNIQUE
Today we are going to learn how to catch a large tossed ball with your elbows in.

IMPORTANCE
Catching a large tossed ball with your elbows in is important because it helps you practice the motion of keeping your elbows and hands together. You will need this technique when we learn how to bump in later levels.

VOCABULARY
Bump:
a passing move in volleyball.

When catching a large tossed ball with your elbows in, it is important to:

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1. Hold your elbows against the side of your body.

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2. Keep your eyes on the ball.

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3. Catch the ball before it hits the ground.

PRACTICE

  1. I will divide the class into teams of two. Ro Sham Bo to decide who will go first. Spread out onto the field with the ball. When I say, "GO!" toss your ball in the air and catch it with your elbows in. Switch roles with your partner after three tosses.
  2. This time your partner will toss and you will catch. Switch roles after three tosses.

MARSHMALLOW GRAB

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 beach ball per 2 students
1 volleyball per 2 students

STORYLINE
Today we are playing Marshmallow Grab. Your goal is to see how many times you can catch a large tossed ball with your elbows in.

INSTRUCTIONS

  • Before the game begins, spread out onto the field with your ball.   
  • When I say, “GO!” toss the ball in the air and catch it with your elbows in.
  • Keep track of how many times you catch the ball.
  • At the end of each game, all students will switch their ball so that everyone has a chance to toss and catch a volleyball and a beach ball.
 

Game 1: Toss, catch.
Game 2: Toss, kneel, catch.
Game 3: Toss, clap, catch. See how many claps you can make before catching the ball. 
Game 4: Toss, 360-degree spin, catch.
Game 5: Toss, karate move, catch.
Game 6: Toss, make a pretend movement (i.e. brush your teeth, ride a bike, high-five, etc.), catch.
Exit Ticket: Students catch the ball with their elbows in as they walk to put their equipment away.

 

TEACHING TIPS

  • Approach:
    • Remind students, only caught balls count.
    • Give students the option of either tossing a beach ball or volleyball. (Beginners will need to start with beach balls while advanced students may need a volleyball for more of a challenge.)
    • Group students in teams of two if you do not have enough balls.
  • Safety:
    • Remind students to be aware of the other balls being thrown around them.
  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation: 
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection:
    • Always keep your __________ on the ball.
    • Was it difficult to catch the ball with your elbows?

POTATO CHUCK

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
10 short cones
1 volleyball

STORYLINE
Today we are playing Potato Chuck. In this game, your goal is to catch a large tossed ball with your elbows in and get as few letters (C-H-U-C-K) as possible.  

INSTRUCTIONS

  • I will start with the ball in the center zone.
  • Before the game begins, you will circle up around the center zone.
  • I will throw the ball up and call out a name.
  • If your name is called, catch the ball with your elbows in and yell, “CHUCK!”
  • If your name is not called, run as far away as possible.
  • When “CHUCK!” has been called, everyone must freeze.
  • The catcher can take up to five steps (not jumps) towards the closest student and try to hit him/her below the shoulders.
  • If the student catches the throw or the ball bounces first, the thrower receives a letter and starts with the ball in the center zone the next round.
  • If a student is hit, he/she receives a letter and starts with the ball in the center zone next round.
 

Game 1: Play as indicated above. If a name has been called already, it cannot be called again until all students have had a chance to throw.  
Game 2: Teacher calls out a different direction (forward, backward, sideways) to run before throwing the ball.
Game 3: Give each student a number and call out numbers instead of names.
Exit Ticket: Students catch the ball with their elbows in as they walk to put their equipment away.

 

TEACHING TIPS

  • Approach:
    • To increase the length of the game, consider using the word P-O-T-A-T-O.
  • Safety:
    • Remind defending students to use the ready position when the ball is being thrown at them.
  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation: 
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection:
    • Always keep your __________ on the ball.
    • Was it difficult to catch the ball with your elbows?

OCEAN OF PEARLS

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 volley ball per student
4 hula-hoops
10 short cones
Optional: 10 beach balls

STORYLINE
Today we are playing Ocean of Pearls. In this game, you are fishermen diving for pearls (volleyballs). Your goal is to catch a pearl with your elbows in while you avoid being caught by the pirates (taggers).   

INSTRUCTIONS

  • I will select two pirates and four catchers in charge of putting the pearls into the ships (hula-hoops).
  • The rest of you will be fishermen (runners).
  • When I say, “GO!” the fishermen must:
    • Run across the ocean
    • Grab a pearl
    • Run back and toss the pearl to any catcher
  • Once fishermen are past the cones, they are safe and cannot be tagged.
  • If a fisherman is tagged by a pirate, he/she must go back and get a high-five from a catcher to get back in the game. If a fisherman is in possession of a pearl, he/she must return it.
  • Fishermen must toss pearls outside of the boundary cones.
  • Pirates cannot cross either side of the boundary cones.
  • We will begin a new game when all the pearls are collected. At the beginning of each game, new pirates and catchers will be selected.
 

Game 1: Play as indicated above.
Game 2: Increase the number of pirates.
Variation: Add beach balls as different colored pearls.
Exit Ticket: Students catch the ball with their elbows in as they walk to put their equipment away.

 

TEACHING TIPS

  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation: 
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection:
    • Always keep your __________ on the ball.
    • Was it difficult to catch the ball with your elbows?